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Download Chapter 1: The Diffusion and Adoption of Instructional Technology (1.3 MB)

Download Chapter 2: Adoption and Diffusion of the Apple iPad (390 KB)

Download Chapter 3: Diffusion and Adoption of Zoom in K-12 Classrooms (332 KB)

Download Chapter 4: Zoom in Higher Education (213 KB)

Download Chapter 5: Immersive extended reality in education: Adoption and diffusion of learning technology (9.5 MB)

Download Chapter 6: Video Games in Education (208 KB)

Download Chapter 7: BlackBoard, Canvas, and Learning Management Systems (228 KB)

Download Chapter 8: High Speed Internet Access and The Digital Divide (785 KB)


Instructional designers, instructional systems designers, and other educational technologists are, by their nature, innovators. These professionals apply and extend the applied science of learning, systems, communication, and instructional design theory to help students learn. Technology in some capacity is used to make the connections between subject matter experts, teachers, instructors, and their learners. It is common for instructional designers to seek new tools, techniques, and innovations for the improvement of learning, access, quality, and student satisfaction. However, the adoption and diffusion of new educational technology and innovation is a complex process that depends on many variables. Understanding these processes and variables can help designers and technology leaders successfully implement positive change. This book serves as a brief summary of innovation diffusion models, organizational change models, and serves as an introduction to the work of a group of talented instructional designers who have explored specific aspects of educational technology adoption and diffusion. Together we hope that you find these cases, examples, and lessons learned insightful and help you plan for an innovation diffusion of your own.



Publication Date

Fall 11-23-2022


Independently published




Instructional message design, Diffusion and adoption of technology, iPads, Zoom, Augmented and virtual reality, Video games, Digital divide, Multimedia design, Educational technology, Cognitive load


Adult and Continuing Education | Business and Corporate Communications | Curriculum and Instruction | Digital Communications and Networking | Educational Methods | Educational Psychology | Educational Technology | Elementary Education | Elementary Education and Teaching | Higher Education and Teaching | Instructional Media Design | Junior High, Intermediate, Middle School Education and Teaching | Online and Distance Education | Secondary Education and Teaching | Technology and Innovation


Attribution-NonCommercial-NoDerivs - 2022 CC BY-NC-ND Under the following terms:

● Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.

● NonCommercial — You may not use the material for commercial purposes.

● NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.

Instructional Systems Design and  the Diffusion and Adoption of Technology: (Volume 1)